Egor Yusov
http://diligentgraphics.com/
Graphics APIs have come a long way from small set of basic commands allowing limited control of configurable stages of early 3D accelerators to very low-level programming interfaces exposing almost every aspect of the underlying graphics hardware. New approaches and rendering architectures that leverage flexibility provided by the next-generation APIs are expected to be developed.

Keith O'conor
Romero Games
https://www.romerogames.ie/
We rely on artists to produce assets that not only look good but are also efficient to render. For artists, a little knowledge of what goes on under the hood can make a big impact on a game

Qualcomm Developer Network
Qualcomm
https://developer.qualcomm.com/
Vulkan is the latest graphics API from Khronos and it’s designed to make it easier for developers to use the GPU for greater realism in 3D graphics and greater efficiency in compute applications. Qualcomm Developer Network is introducing you to what Vulkan is, what Vulkan is not, and other things you should know about the new Vulkan API and your graphics development.

Maurizio De Girolami
A brief description of the lighting system of the Kepler22 game.<br />Kepler22 is an open world game with mixed indoor / outdoor environment and full dynamic lighting which runs smoothly even on the older ios devices. <br />This was possible thanks to some unusual tecniques...

Francisco Ra
In this article I discuss the pros and cons of using procedural generation (ProcGen). This type of analysis is a good way for you to understand when you should use it and it varies depending on what you want to do.

Damon Wall
This article describes an Occlusion Culling technique inspired by CryEngine's C-Buffer. This technique is CPU-based but uses Z-Buffer from previous frame to compare with CPU-rasterized primitives.

Kirill Bazhenov
This article covers a method that allows you to render millions of unique objects with Direct3D11 or OpenGL 4+ with minimal CPU overhead. Rendering objects this way is very close to DX12/Mantle/Vulkan performance.

Peyman Massoudi
Skeletal animation plays an important role in gaming industry. There are many techniques which can be used to optimize skeletal animations to make them run more efficiently in real-time scenes. This article tends to address some of these techniques in two levels. Implementation level and usage level.

Marek Krzeminski
You should render as many vertices as possible in a single draw call for optimal performance. In this article I demonstrate how I implemented a batch rendering technique for OpenGL using C++.

Bojan Lovrovic
From numerical analysis to hardware tessellation this article presents my approach on creating detailed cloth simulation in real time. For complete understanding of the text presented readers should be familiar on how B-splines work. This is not a requirement for implementation since you can simply copy paste functions that do all the B-spline related stuff. Some knowledge in HLSL and DirectX11 would also be good.

Michal Bubnar
OpenGL 3.3+ Tutorials from the very basics to more advanced concepts. The minimum version of OpenGL used is 3.3, where all of the deprecated stuff has been removed, so the knowledge you learn is forward compatible

Bartlomiej Filipek
One of the most crucial part of a particle system is the container for all particles. It has to hold all the data that describe particles, it should be easy to extend and fast enough. In this post I will write about choices, problems and possible solutions for such a container.

Bruce J. Veazie
Animating a skinned mesh requires a method to put the character in motion on-screen. This article discusses a concept and a practical implementation of an animation controller for a skinned mesh.